|Commander / EDH||Legal|
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|Kaladesh (KLD)||Mythic Rare|
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Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's converted mana cost.
, Exile Metallurgic Summonings: Return all instant and sorcery cards from your graveyard to your hand. Activate this ability only if you control six or more artifacts.
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Metallurgic Summonings Discussion
1 week ago
Metallurgic Summonings could create a board state while not effecting your play style.
3 weeks ago
I think if you do it right it might also just create infinite tokens too. If I'm not mistaken.
3 weeks ago
Since Tibor and Lumia are very much centerpieces of your deck, you need to be able to do three things with them. - Get them out reliably - Protect them once they are out - Utilize their unique strengths. You did a good job on point three with providing a lot of ways to get value out of them, mainly by loading up on mass flyers. However, your deck seems to struggle with ramp and protection. As such, I would recommend Izzet Signet, Basalt Monolith, Fire Diamond, Sky Diamond, Talisman of Impulse, Mind Stone, Thought Vessel, Swiftfoot Boots, and Lightning Greaves. As for your spells, in my experience spellslinger decks need two things: Fuel and Hands. Fuel means they need a lot of mana while hands meaning the ability to draw cards effectively. Some good cantrips that could help you are Gitaxian Probe, Ponder, Preordain, Opt, Serum Visions, Cathartic Reunion,Tormenting Voice, Impulse, Mystical Tutor, Whir of Invention and Frantic Search. You also should have a backup plan. In spellslinger decks this means at least two ways to win out of nowhere. Enter the Infinite + Laboratory Maniac+ Omniscience, Dramatic Reversal + Isochron Scepter + Manarocks + Comet Storm Jace, Unraveler of Secrets's ultimate, and my favorite Dualcaster Mage +Fated Infatuation can do miracles. Also for fun, adding in Beacon of Immortality, Blue Sun's Zenith and a few mass draw spells can really kick things up a notch. As for removal Cyclonic Rift, Blasphemous Act, and Chain Reaction are the best ramp spells, while Mystic Confluence is one of the best modal spells ever printed. Tormod's Crypt can destroy decks with ease while Mizzix's Mastery makes life a lot more fun for you. I have never regretted running Sentinel Tower, Aetherflux Reservoir is a massive wincon, The Mirari Conjecture, Swarm Intelligence, and Metallurgic Summonings can win games by themselves. Also look at Jace's Sanctum for more fun and games.
4 weeks ago
Omniscience with Metallurgic Summonings is nice indeed ! Late late game, but if it's hit the battlefield, op will have a bad time. Be carefull against op wrath effect to clean your constructs. With a bit of draw, it could go crazy to refill your hand.
1 month ago
Poaralion You're right, As Foretold is not really useful but I liked playing Omniscience with Metallurgic Summonings in late game and really worked well for me, and I think it would be even better with Pull from Tomorrow, so thank you very much!!
1 month ago
As Foretold is really slow, I think you don't get enough value.
Omniscience is not really helpfull here. You have to hardcast it and if you can then you should have enough mana to do whatever you want anyway, or you cheat in with Tezzeret's ult, but it's really hard and not a good plan. Else, without any draw effect, you will maybe empty your hand one turn and then dead card on board.
I really like the Metallurgic Summonings btw !
1 month ago
If you go with Rashmi you should definitely take advantage of the effect being the first spell each turn. If you have Leyline of Anticipation and Vedalken Orrery I would use them if not there are some cheaper but not as effective options such as Yeva, Nature's Herald and Teferi, Mage of Zhalfir.
Since this is for a more tuned meta control should be the focus of the deck but you might consider running Oona's Grace. Instant speed retrace could be alright. Maybe?
1 month ago
TheRedGoat: I agree that Young Pyromancer would need more instants/sorceries to be consistent, but I'd be lying if creating at least one token of it and then making the rest of your tokens a copy of it just to make a ton more tokens didn't make the Johnny inside me excited. Takes some setting up, but if you can get a second combat phase through Combat Celebrant or similar and another copy effect, things can quickly go terribly wrong for your opponent(s). Still, the only repeatably castable instant or sorcery here is Stolen Identity (I think), and that only happens if you can reliably get the creature it's encoded on through blockers and keep it safe, so the Pyromancer might need to be looked at more closely. Or maybe Metallurgic Summonings has a place in here?
As for the theft stuff, many, if not most, of the spells that create copies of creatures can target any creature. So if they play a big scary creature, you can say "I see your Blightsteel Colossus and raise you..." copies the Colossus, enters combat phase "2 (1st copy + Brudiclad's Myr) + (number of other tokens you already had). How 'bout dem apples?"
Which is the kind of thing I think Daedalus19876 was going for, not necessarily taking their creature and then copying it.
I do think God-Pharaoh's Gift and Back from the Brink merit inclusion, though Soul Separator can be tricky to use, since it splits up the abilities and stats. Often, it's the combination of the abilities and stats that make a threat a threat.
Otherwise, I do feel that it might be prudent to have some easy sac outlets to either prevent something like a rogue Echoing Truth from ruining your day or as a way to punish boardwipes if the outlet let's you deal direct damage, as with Goblin Bombardment.